Now this is part 5 of the Earth 2 draft paper, The Ecosim. Part 1 covered the introduction and statis, part 2 covered the Earth 2 player, part 3 covered economics and part 4 the economic components. Feel free to go check those out, I will leave links in the description below.
Draft paper Part 1: https://www.youtube.com/watch?v=DJ34HAM8P8s&t=104s
Earth 2 Draft Paper Part 2: https://www.youtube.com/watch?v=dplKXDJ_YEk
Draft Paper Part 3: https://www.youtube.com/watch?v=TuPAskb9qeU
Draft Paper Part 4: https://www.youtube.com/watch?v=e86coh291WY
“THE ECOSIM
Properties inside Earth 2 have the natural ability to produce E-ther and Jewels. These basic digital assets enable Players to start their journey into the EcoSim and will enable them to use
their properties to produce different types of Resources in the future. Within the EcoSim, Players are able to:
• Earn Essence by claiming E-ther;
• Earn Essence from reaching certain development states in the EcoSim (Rewards);
• Process Raw Materials by using Essence as the core part of the transformation dependant on which Resources the Property has access to; Build Blocks by processing Raw Materials and upgrade developed Building Blocks into more advanced Building Blocks. Player will need
to research and construct the appropriate production buildings to do this.
The EcoSim will develop over multiple stages as the Earth 2 metaverse continues to develop and will eventually reach a state where hundreds of different resources and buildings are
available.
However, each property will have limited types and amounts of resources available for production, making trade between Players necessary and a core component of the overall Earth 2 Metaverse design. Having the right products at the right time could make a Player’s fortune.
All resources and products will be tradable in the Bazaar, but there are plans to slowly decentralise these core elements of the EcoSim in the future, much in the same way we are tokenising Essence and implementing the ability to mint Earth 2 Land as Non-Fungible Tokens (NFTs).
Most of the Player’s control of the EcoSim will be facilitated via a central building, the Mentar, which can be bought or built by the Player over time. The Mentar can be stacked with different kinds of Jewels to improve the production of Resources, detection of E-ther, and other available resources in the future.”
So I wasn’t aware of the essence rewards for “reaching certain development states” . That’s interesting. It kind of sounds like a leveling up bonus or achievements bonuses. Awesome.
“the ability to mint Earth 2 Land as Non-Fungible Tokens” to me implies not all land is going to the blockchain but it’s going to be an optional upgrade for us. I guess that makes sense, even using the Polygon network, minting all those tiles would likely be a huge expense. Making it an option for players negates that cost.
“5.1 ECOSIM BUILDINGS
EcoSim Buildings are a special, pre-configured type of building with a specific purpose inside the Economic Simulator. They can be categorized as follows:
• The Mentar, which transforms Resources and yields Essence through the detection and conversion of E-ther.
• Storage Buildings consisting of a certain number of Storage Units, which translate into a set volume of Resources that can be stored. (Players with Holobuildings placed on their Properties will receive backdated storage capability, as well as the direct ability to transfer their Holobuilding Storage size into Storage Buildings when they are released)
• Industry Buildings, which convert Resources into Building Blocks and other assets.
• Research Buildings, which are needed to research and learn Blueprints.”
So more there on the benefits of holobuildings and the retrospective rewards.
The research buildings I’m reading that as we will need to unlock new buildings before we can construct them. So not only will we have the production cost of the actual building but the blueprint research costs too.
“5.2 ECOSIM COMPONENTS
Storage Unit
A Storage Unit is the unit of measurement for storage space on a property. Freshwater and Gold, for example, have a vastly different value to volume ratio. To make storage capacity a
factor for both resources equally, storage capacity is measured in Storage Units instead of cubic meters. Furthermore, every Resource has its own volume to Storage Unit conversion rate,
ensuring storage room is a valid factor during gameplay for every Resource, instead of being irrelevant for some and completely useless for others.”
That makes sense. If gold and water took up the same amount of room but the value of gold was 50x a lot of the appeal of storing lower value resources would be gone. Using the storage unit measurements will hopefully make us keep a hold of everything that will be needed.
“Blueprints
To create Assets from Building Blocks, the corresponding Blueprint must be researched first. Blueprints can be researched through Research Buildings at a cost of Resources and Essence.
Assets
An Asset is the umbrella term for singular finished products physically present on properties, e.g. a house, a drone, a marketing billboard, or a pen. They are created from Building Blocks through Industry Buildings and can be traded on the Bazaar.
Building Blocks
A Building Block is a prefabricated part needed to create an asset, e.g. steel beams or bricks.
They are created from Resources through Industry Buildings and will be tradable on the Bazaar.”
So there we go, most of that was pretty self explanatory. Although the steel beams or bricks is a good indication of the building process. It’s clearly not just going to be this building is xx amount of wood, gold and water. But we’re going to have to create components which will then in turn allow us to create the assets. Pretty cool.